Wizardry 8 Walkthrough :

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Walkthrough - FAQ/Walkthrough

Page 1

*************************************
Wizardry VIII v1.7
Walkthrough
*************************************
April 9th, 2002
Written by: Jack Leung
Email: bullions27@yahoo.com
URL: http://jbullions.topcities.com
Email Policy: (read before e-mailing me!)
If you are going to email me about this game, please put Wizardry 8 as your
email subject. Also please realize that I am not hiding cheats or any other
information, i.e. everything I know about Wizardry VIII is in this guide.
If you see any mistakes, or have anything that you want to add e-mail it to
me. I will give you full credit for your addition. E-mail addresses are
not posted in the FAQ, unless specifically requested to be.
Also, if you have a BUG of some sort, try downloading and installing the
latest Patches first. There are several of them out now on the web, so go
through them all.
For version updates, check below the Table of Contents.
************************************ Notes *************************************
You will find the most up to date version of this FAQ at:
http://www.gamefaqs.com/
http://www.neoseeker.com/
http://jbullions.topcities.com
You will find all the latest patches for Wizardry VIII at the Official Site
here:
http://www.wizardry8.com
Or these other host sites:
http://www.3dgamers.com/news/more/1009418133/
http://www.fileplanet.com/index.asp?scope=0&file=82895
This FAQ was created using Courier New.
This Document is Copyright 2001-2002 by Jack Leung
Wizardry VIII is Copyright 1999-2000 by Sir-Tech Canada Ltd.
I am not affiliated with Sir-Tech or anyone who had anything to do with the
creation of this game. This walkthrough may be posted on any site so long
as NOTHING IS CHANGED and you CONTACT ME telling me that you are posting it.
You may not charge for, or in any way profit from this FAQ.
********************************************************************************
Table of Contents:
********************************************************************************
A. Introduction
B. Creating your Party
C. Recruitable Player Characters
D. Gameplay Strategies and Tips
E. Pick-Pocketing
F. Annoying Things and Gripes
Wizardry VIII Walkthrough
I. Lower Monastery
II. Upper Monastery
III. Arnika Road
IV. Arnika-Trynton Road
V. Arnika
VI. Lower Monastery Re-Visited
VII. Arnika-Trynton Road Re-Visited
VIII. Trynton
IX. Trynton Upper Branches
X. Rattkin Tree
XI. Swamp
XII. Northern Wilderness
XIII. Umpani Base Camp (Umpani HQ)
XIV. Mine Tunnels
XV. Lower Marten's Bluff (T'Rang HQ)
XVI. Marten's Bluff (Western half of Fort)
XVII. Lower Marten's Bluff (Continued)
XVIII. Marten's Bluff (Eastern half of Fort)
XIX. Trynton Upper Branches Re-Visited
XX. Arnika Re-Visited
Appendices
1. Bard Instruments
2. Gadgeteer's Engineering
2a. Component Locations
Version Updates
April 09th, 2002 - Version 1.7 - Added in Umpani Base Camp, Mine Tunnels, Lower
Marten's Bluff, and Marten's Bluff. Made minor
updates to Arnika-Trynton Road and the
Appendices.
April 03rd, 2002 - Version 1.6 - Added in Swamp. Minor quest updates on Arnika,
Trynton and updated the Appendices.
March 24th, 2002 - Version 1.5 - Added in Rattkin Tree. Updated Arnika.
March 21st, 2002 - Version 1.4 - Added in Trynton Upper Branches.
March 20th, 2002 - Version 1.3 - Added in some Tips and Strategies. Added in
the complete Arnika-Trynton Road walkthrough
including Graveyard and Trynton. Added in a
couple of gripes about the game. Added in some
Appendices.
March 18th, 2002 - Version 1.2 - Minor corrections. Added in Tomb of Ceirdan.
March 15th, 2002 - Version 1.1 - Added in two new areas, and more miscellaneous
information on RPCs, and Tips.
March 12th, 2002 - Version 1.0 - First walkthrough.
********************************************************************************
A. Introduction
********************************************************************************
"The universe is on the brink of change. Vast forces are preparing for the
final confrontation. A small group of heroes from afar must plunge into
this storm and uncover the long-hidden secrets of the Ascension. A new era
is about to begin."
Wizardry 8 Manual
********************************************************************************
B. Creating your party
********************************************************************************
The tireless question to every single RPG with the option of party creation.
First of all, there is no one grand party you can create in the game of
Wizardry 8. Each of the classes has their own strengths and weaknesses,
and it's only what you need that your party composition will be dependant
on. Saying that, this is about as generic of a line-up as you can get:
One Tank - Fighter, Lord, or Valkyrie
One Healer - Priest, Bishop, etc.
One Spellcaster - Mage, Bishop, etc.
One Long Range Specialist - Ranger, Ninja, Gadgeteer etc.
One Thief - Bard, Rogue, Gadgeteer
One Support - your preference
You would want to have at least one dedicated spellcaster for Portal spells.
It is a pain to cover long distances and portal spells are there for your
convenience. Make use of them.
Mix and match with other classes at your pleasure. Second thing, offensive
damaging magic isn't as ridiculously powerful as, say, Final Fantasy stuff.
In fact, from the start to even the late stages of the game, you will
probably never use magic to damage enemies directly unless you're trying to
wipe out a swarm of minute-HP insects. Magic is spent to disable enemies by
either slowing, making them go insane, paralyze, poison, and so on, while
also used to protect your party with defensive spells. So if you don't have
an extra spellcaster handy to focus on direct damage spells, there is really
no point using them. You would need to dial up the power, and spend a lot
of valuable spell points, to gain any significant results.
There are also two slots available for RPCs (Recruitable Player Characters,
see below). People complain about the 25% or so experience they take away.
???? I don't see the problem there. You'll end up with plenty of
experience and levels by the time you're hitting the critical stages of the
game (and that is with hybrids as well which take longer to level). My
suggestion is, whatever is your cup of tea. I personally take them along
for their comments and they add color to your group.
- MULTI-CLASSING
The rules are fairly similar to AD&D Dual-Classing. You can switch to a
different class at any point in your career if you have the bare MINIMAL
requirements for the class you are changing to. There are some changes to
take note when you do:
1) You no longer have any of the Special Skills of your old class but you
acquire the Special Skills of your new class. E.g. you will lose Cheat
Death if you leave your Valkyrie class.
2) You keep ALL of the skills you've learned from your previous class but
you can only improve the skills your new class can learn from.
3) You don't begin with a new experience table when you change to a new
class, unlike AD&D. You will start at Level 1 on your new class but
the amount of experience required to go to the next level is equal to
the amount of experience you had left to advance to the next level in
your previous class. You pretty much pick up where you left off.
- WEAPONS
I'm going to make this plain and simple. The Swords in Wizardry VIII
pretty much dominate every other close-range weapon and the others are
built for off-hand usage so keep that in mind. When I created my second
party, all of my primary melee classes use Swords in primary hand, and the
other weapon skills for off-hand (i.e Mace & Flail, Dagger). Valkyries
are the exception because they maximize the most out of their Polearm
skill.
********************************************************************************
C. RPCS (Recruitable Player Characters)
********************************************************************************
Some RPCS will not follow you into certain areas. You can cheat them into
it by several ways (Portal spells being the favorite), but they may suffer
drastic stat penalties, and not to mention them bitching to you about it
every couple of minutes. Smart move Sir-Tech. :)
- Myles Level 5 Human Rogue
Found at: Arnika Entrance
Return Location: Arnika Entrance
Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all T'Rang and Umpani
controlled areas, Ascension Peak
Myles will try to recruit you right from the start for a mission to rescue
a woman at the Crash Site.
Grade: D+ Myles will supplement the role of thief if your party lacks
one. However, he will not travel with you anywhere beyond the
confines of civilization (beyond Arnika and Trynton) except
for Rapax Castle, and thus isn't worth keeping around as there
are other RPCs with far more valuable skills who will travel
with you.
- Vitalia (Vi) Domina Level 6 Human Valkyrie
Found at: Arnika (Crash Site)
Return Location: Arnika (He'Li's Bar)
Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Rapax controlled
areas
As a child, Vi Domina was taken into custody by the Dark Savant as
repayment by the T'Rang. She is believed to come from the Cosmic Lord's
Phoonzang's lineage and so earned interest from the Dark Savant. She grew
up to become a fierce and capable warrior.
Grade: B+ Vi has all the positives of the Valkyrie class with Polearm
bonuses and the ability to Cheat Death. She makes a capable
tank at handling damage and can wear some of the best armor
out there. Her only flaw is that she won't travel with you in
some of the more dangerous areas, like the Sea Caves and Rapax
areas. She will, however, accompany you to both T'Rang and
Umpani areas and most importantly, Ascension Peak.
- Tantris Level 6 T'Rang Samurai
Found at: Mine Tunnels
Return Location: Mine Tunnels
Uncorrected Bug: If you downloaded the latest patch, Tantris will forever
vanish if you recruit and then disband him after.
Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Umpani controlled
areas, Ascension Peak
Tantris will join you if you make your intentions of alliance to Z'Ant.
Grade: C As with many RPCs, Tantris will not accompany you to some of
the crucial areas in late game. He has the powers of the
Samurai in Critical Strikes, and Dual Wield, and he begins
with a fairly decent polearm. He will travel to Rapax areas
though which is a big plus.
- Private Sparkle Level 6 Trynnie Ranger
Found at: Umpani Base Camp
Return Location: Umpani Base Camp
Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all T'Rang controlled
areas, Ascension Peak
Unlike the other RPC you can acquire there, Saxx, Sparkle will join you
right off the bat. She is a Trynnie, eager to please, and training with
the Umpani in hopes to help her kind defeat the Rattkin at Trynton (hint).
Grade: C- She can play the role of Ranger or another bow if you need
one, and she has points into Axe skill. You can give her the
useless Beastslayer Axe.
- Saxx Level 8 Umpani Bard
Found at: Umpani Base Camp
Return Location: Umpani Base Camp
Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all T'Rang controlled
areas
Saxx will join you if you make your intentions of alliance to Balbrak.
Grade: C+ He can play the role of Bard if you need one or another. He
is also one of the few who will travel with you up to
Ascension Peak. However there are others who will also and he
is perhaps the weakest and most useless. His personal
instrument is one of a kind and is worth to pickpocket.
- Madras Level 8 Trynnie Gadgeteer
Found at: Trynton Upper Branches
Return Location: Trynton Upper Branches
Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Rapax controlled
areas, Ascension Peak
Madras will join you if you complete his quest and clear out the Rattkin
Breeders.
Grade: C Madras is good to have with you if you're lacking a Gadgeteer
and will follow you around the T'Rang and Umpani controlled
areas. However, in more dangerous zones he'll leave making
him pretty useless.
- Urq Level 9 Mook Psionic
Found at: Arnika (Mook HQ)
Return Location: Arnika (Mook HQ)
Will not go to: Sea Caves, Bayjin Shallows, Bayjin, all Rapax controlled
areas, Ascension Peak
Urq is part of the Mook exploration team from the ship Callisto.
Grade: C- Urq wants to explore Dominus and will pay you 500 gold for
each new area you take him. He won't follow you into
dangerous areas so there isn't a whole lot of places you can
take him.
- RFS-81 Level 10 Android Monk
Found at: Mine Tunnels
Return Location: Wherever you Dismiss him
Will not go to: Rapax Away Camp
RFS-81 is a damaged Android you will find in the Mine Tunnels. His
alliance is at Neutral, but will follow whomever that fixes him. Like the
Terminator 2 movie. ;)
Grade: A RFS-81 will follow you anywhere and everywhere (even
underwater) except for the Rapax Away Camp when the quest is
initiated. You have no choice really on that matter because
you must have 2 free RPC slots. He complements your party
with all the Monk capabilities except for magic which is
really no big deal. He also has Android immunities (can not
be poisoned, or diseased).
- Sergeant Glumph Level 11 Umpani Fighter
Found at: Bayjin
Return Location: Cannot Dismiss him
Will not go to: any T'Rang controlled area, any Rapax controlled area,
Ascension Peak
Sergeant Glumph was sent with a team of Umpani soldiers to explore the Sea
Caves area. They were waylaid by Nessie and later Glumph was taken
hostage by the Rynjin race.
Grade: D You will find Glumph in one of the huts in Bayjin and will do
nicely as a Fighter if you're fighting your way back. His
only purpose is to return to General Yamir. He will threaten
and warn you if you decide to take a stroll away from the
Umpani area. Once you return him, he is gone for good.
- Drazic Level 14 T'Rang Ninja
Found at: Rapax Away Camp
Return Location: Cannot Dismiss him
Will not go to: none
Drazic and his Umpani counterpart Rodan were both taken captive by the
Rapax King. You must be at least Neutral to both races, you must have at
least two of the artifacts, and you must be a Templar in order to reach
them.
Grade: B+ Bail him and his friend out and this will forge an alliance
between the two opposite factions, the Umpani and T'Rang. He
will follow you anywhere and everywhere until you destroy the
Dark Savant's ship, and after that he is gone for good to help
prepare for an assault on Ascension Peak.
- Rodan Level 14 Umpani Lord
Found at: Rapax Away Camp
Return Location: Cannot Dismiss him
Will not go to: none
Rodan and his T'Rang counterpart Drazic were both taken captive by the
Rapax King. You must be at least Neutral to both races, you must have at
least two of the artifacts, and you must be a Templar in order to reach
them.
Grade: B+ Bail him and his friend out and this will forge an alliance
between the two opposite factions, the Umpani and T'Rang. He
will follow you anywhere and everywhere until you destroy the
Dark Savant's ship, and after that he is gone for good to help
prepare for an assault on Ascension Peak.
- Sexus Level 18 Rapax Mage
Found at: Rapax Castle
Return Location: Rapax Castle
Will not go to: Arnika
Sexus is one of the Rapax Templars and is eager to go out to further their
cause.
Grade: B Sexus makes a more than capable mage but eventually you will
have to lose standing with the Rapax and he will leave and
possibly even attack you if you do that.
********************************************************************************
D. Some Gameplay Strategies & Tips
********************************************************************************
Save a Lot:
----------
The most important thing to remember in every RPG you can think of: Save
often! Know it, learn it, live it.
In general you should REALLY save before and after every major fight, save
once before you enter a new zone, save in another file when you enter a new
zone, and save before you confront a treasure chest. You will never know
when suddenly your band is waylaid by some Uber mobs or you underestimated
someone and they wipe you out. Always save. Make it a habit.
Increase the Gamma/Brightness Setting:
-------------------------------------
I find that increasing the Brightness setting from halfway to about two-
thirds really helps me in seeing the environment and the horizon. There
areas in the game that are VERY dark and VERY difficult to see what is
approaching from the distance.
Exploit Terrain:
---------------
Monsters generally come in groups or more, and nothing is more frightening
than to be surrounded. Always fight with a wall, or a rock, or any
obstruction, on a flank or behind, or better yet, fight in a corner. If
there is a doorway, fight under the door. Monsters will single file and you
can fight them one at a time. Archers can still hit you (major gripe) but
they may shoot their own friends (rarely). Mages will always hit you
unfortunately.
Buying/Selling:
--------------
Your faction and Communication skill determines prices on items.
Treasure Chests:
---------------
This is probably my biggest gripe about the game. Items, within chests, are
randomly generated from a certain large set when you first enter the area
and will remain that way thereafter. Nothing is more frustrating than to
fight many battles, come to a chest, and open it to find rocks and mundane
arrows. Knowing this, you might want to make a save before you enter a new
area, then a separate save while you're in that new area.
Monster Generation:
------------------
Like Chests, each area or zone has a specific set of monsters it randomly
generates from upon your arrival. Each monster has a specific level range
of difficulty. The level of difficulty rises as your party becomes
stronger.
Skill Distribution:
------------------
There are two ways for you to gain skill points. One via gaining levels,
and the other by using them constantly in real time. Points from gaining
levels will only take your skills, magic and combat and excluding bonuses
from items, up to 75. From that point on, the only way to increase them is
by using them. Knowing this, you would want your primary skills to reach
that 75 cap as quickly as possible. The faster you can reach that cap, the
more time it has being exposed to consistent real life usage.
Everquest Pulling:
-----------------
If you played EQ, then you know what pulling is. When you agro monsters
(they come chasing you), you can backpedal and lead them into an area where
you want to fight (like an area with Friendly NPCS to help fight with). As
long as the Combat doesn't come up, they can chase you around all day and
night, unless you disappear from sight. This is a good tactic to use in
Trynton and Arnika.
Keep Protection Spells Active:
-----------------------------
AT ALL TIMES. These include Armorplate, Enchanted Blade, Magic Screen,
Missile Shield, Light, and X-Ray. No point in wasting a round casting them
while in combat. I generally run them at Power 2 when I'm still low level,
then progress up to Power 4 or 5 as I increase in Levels. If you have a
Bard and Gadgeteer, their personal items which can also cast those spells,
can help lighten the mana load on your caster(s).
When Camping:
------------
I never once had to camp outside of Arnika, but if you have to, remember to
camp in places you can fight from since monsters can and will hunt you down.
These places include corner spots and rooms with doors.
Formations (Good):
----------------
See below for bad. Need more characters to melee close-range? Simply get
rid of the front rank, and just use center, flanks and rear.
Fast Money:
----------
You can make money ridiculously easy if you have some sort of Alchemist in
your party (true class or Ranger, Ninja). All you need is at least a Skill
of 15 for Alchemy. Find shops that sell Potions of Light and Mod Healing
(Arnika is a good place). Buy an equal amount for each type as much as you
can afford. Have your Alchemist combine them to create Potions of Hv
Healing. Sell them back for a hefty profit. Camp 24 hours for the shop to
reset their inventory, then repeat. Higher skill levels allow you to
combine better powders and potions which turn in a even larger profit.
Fast Skill Building (Psionics/Music):
------------------------------------
Learn Mindread and Knock Knock as soon as possible. Once you hit Arnika,
proceed to cast Mindread over and over on any talking NPC to build up your
Psionics and Mental magic skills up. The room with the 10 tumbler lock is
an excellent place to cast Knock Knock to progress Earth skill. The Viola
D'Amore instrument can be used over and over like Mindread to quickly build
up Music skill. A female Bard with two Necklaces of Endurance (both found
in Arnika) can recover stamina extremely fast.
********************************************************************************
E. Pick-Pocketing
********************************************************************************
The latest patch, if installed, increases the difficulty of the Pick-Pocket
skill exponentially. If you use earlier patch versions, you can pretty much
Pick-Pocket to your hearts' content by doing the Save/Re-Load method when
you fail. If not, it becomes a bit tricky. Results of Pick-Pocketing will
stick in your game regardless how many times you reload over and will remain
that way until a time period has passed. So if you fail, just reload, and
don't pick-pocket the NPC for awhile.
********************************************************************************
F. Annoying Things and Gripes
********************************************************************************
Do Not Underestimate Initiative:
-------------------------------
Nothing is more annoying than watching mobs of monsters make their move
quicker than you. This is especially annoying against low HP mobs like
Soldier Ants and certain Fishes in Sea Caves that can do high damage and
have multiple attacks. You can fix initiative by working on your Speed
attribute.
Your Magic vs. Their Magic:
--------------------------
Whereas your spells are limited by range, the same spells cast by your
enemies are not. This is a major pain if you begin combat against
spellcasters that are far away from you. Combat this by getting them
hostile, then hide in a corner so they will come closer.
Monsters Can Hit Through Wall Corners:
-------------------------------------
They can hit you but you can't hit them. This happens in a few places but
regardless it is annoying.
Formations (Bad):
---------------
Formations have no effect on enemy long range attacks. Archers, throwers,
et cetera can hit any of your characters with no penalty. Anyone with
common sense will find this very annoying.
Speaking of long range attacks, enemy archers and throwers can fire THROUGH
their friends to hit any of your party members with extraordinary accuracy.
This is twice as annoying. Hence why Missile Shield is so invaluable.
===============================================================================
WALKTHROUGH
===============================================================================
This walkthrough was written on my second go-through of the game.
When I refer to directions in the walkthrough, they are relative to your
auto-map/radar screens. So when I say South Wall, I mean the wall along the
south.
Remember that this game is fairly non-linear, and you can really go where
you please as long as you can find a way to Ascension Peak and stop the Dark
Savant. This walkthrough chronicles the path I took in finding every item
(or come close), and establishing everything the story has to offer. Follow
it if you want do everything and find everything.
My party for the second go-through includes:
Gladiator - Loner Dracon Fighter - Dual Wield Berserk Mace/Mace & Bow
Limbo - Intellectual Mook Ranger - Bow & Sword
Adonai - Kindly Rawulf Bard - Dual Wield Sword/Dagger & Bow
Magnus - Burly Dwarf Gadgeteer - Sword/Shield & Modern Weapons
Sh'a Mir - Laidback Felpurr Samurai - Dual Wield Sword/Sword & Staves/Wands
Joren - Aggressive Elf Bishop - Whip/Shield & Staves/Wands
I WILL include RPCs in my party. The experience loss is extremely trivial.
********************************************************************************
I. Lower Monastery
********************************************************************************
Synopsis:
-----------
The game starts with a fairly long intro that recounts all the events from
the latter parts of the Wizardry series (namely the ones involving the Dark
Savant) up to this finale. Your party chases the Dark Savant to the planet
Dominus, but you are hit by several blasts before you can even land.
Everything goes black.
Surviving the crash, your hapless party emerges from the wreckage, and you
find yourselves in a complete alien world. Let's begin!
Companions:
-----------
None.
Walkthrough:
------------
Lower Monastery is split into 4 Sub Levels. You start at Sub Level 4 and
move upwards.
- OUTSIDE THE MONASTERY - CRASH SITE
You'll immediately start at the beach. Have a good look around you. Get
used to the controls, and set up your party formations now. Ahead of you,
conveniently, is a treasure chest. Remember what I told you about chests at
the start of this walkthrough (you did look, right?). Items are generated
when you first hit the zone and will remain that way thereafter. This is a
good opportunity, if you have the patience, to check the chest, and if you
don't like the items, quit and reload a new game. Some decent items to look
for would be bombs, and some armor (e.g. Leather Armor, Feathered Hats).
Beyond the chest are three Level One CRABS with various HPs. None of them
are too difficult to tackle. To the left are some Bullet Stones. You can
also search for some more Stones near the reeds coming out of the sand. Far
to the left, on the Southern wall, is a door which leads into the Monastery.
We'll worry about that later.
Once you're done with those crabs, take a dip into the waters and explore
out. You may encounter more random CRABS here. If you're outnumbered,
remember you can always draw them out of the waters to a place more
convenient to fight. My suggestion, you can sandwich yourself between the
large boulder near the door and the wall and fight them single file. Swim
north, along the wall, until you come to a narrow strip of sand. Proceed up
it slowly. There are two sets of Stones here. One is hidden. Inch your
way around the corner, and you'll meet up with several SOFTSHELL CRABS.
They are pretty tough. Again, back your way into a boulder to avoid being
encircled. If you have a Bard, the Poet's Lute is pretty handy here.
After killing them all, continue up and around until you reach a lookout
tower. You will find these items:
Battle Axe
Sling
Cherry Bomb
You can also search to find Potions of Mod Healing and Cure Poison.
Make your way back down, swim across the waters again, and now head for the
door and proceed inside.
- EXPLORING LOWER MONASTERY
There's only one direction you can go so follow that. You may encounter a
roaming Bat (easy monster). You will encounter a group of GREEN SLIMES
waiting for you at the first ramp. Kill them, and continue your way.
You will eventually come to another ramp which leads into Sub-Level 3. Go
up the ramp and continue straight into consecutive small rooms. Fight and
defeat the lone NOXIOUS SLIME (Level 3) here (be wary of its spit). Go into
the Library to find a Book of Light and search for these items:
Scroll of Haste
Potion of Cure Poison
You can read the diary on the desk for some insight of what's to come in
this dungeon. Head back out and note the Iron Bar Door to your left. You
can't go through there yet. Grab the Bundle of Arrows on the right, and
proceed into the only other hallway.
At the T-intersection, make a right first, and keep right until you hit a
corner room. You may encounter some battles along the way. Remember to
keep your back to a wall and strafe if you're cautious. Search the room for
some Bundle of Arrows, Bundle of Quarrels, and some Sneeze Powder. Continue
on down the new hallway. There are hidden Fire Stix on the left corridor on
the way. Keep to your right, and you'll enter another corner room. Search
the corner for some hidden Buskins, and nab the Potion of Light Heals on the
desk. Continue on, and make a right at the T-intersection, and then make a
left (East) to the Green Room. Be ready for another Slime encounter here.
Kill it, and open the Chest for some items. Double back and now proceed to
the right (West) instead of the left to the Green Room.
In this new corner room, grab the Feather Darts on the table, and search for
a hidden Short Bow near the crates. Continue on, be on a lookout for a
hidden Potion of Mod Healing near a lone crate, and into some more rooms.
There is a Poseur's Cap (crap item) on a table, and a hidden Book of Stamina
by the bookcase. Leave, and continue onwards.
You will eventually come to a 3-way. Check the dead body on the floor for
some Feather Darts and Potions of Cure Poison. Take the right hallway all
the way until you see a door. Open it, note the corpse, and loot these
items:
Leather Boots
Ring of Protection
A Tattered Note
This is an excellent area to rest by the way if you need to. Leave, go
right, keep right, and you will find a second door. This one is locked. Do
what you must to open it, and fight three ROACHES. Check inside for some
Bullet Stones and Potion of Cure Poison. Rest up now because your next
fight is a good one.
Tip: If you want, you can go back over the areas you've been through
and catch more random spawns for more experience.
Leave the room, and continue right, and then right again into the new
hallway. Pick up the Knock Picks on the floor, and head down to find
another locked door. Make sure your protection spells are up (e.g. Bless,
Armorplate) and open it. Here you'll meet your first mini-boss, KING CRAB.
Kill him. Careful though, he has Extended range. Mental spells and Itching
Skin also work good here. After, loot the room for:
Stink Bomb
Bundle of Arrows
Light Crossbow
Potion of Cure Light Condition
Short Bow
Remember that Iron Bar Door? Well be sure to click the bar to unlock it,
and open it. You might need it later. Rest here if necessary, then proceed
up the ramp to Sub Level 2. There is a ramp that goes to the right (South)
which leads to Sub Level 1. If you're feeling brave, you can go fight the
second mini-boss now. If you need more XP and items, ignore that ramp and
continue straight ahead.
Grab the Sling, continue, and you'll come to a small lake with a steel
bridge. To the left are some Bullet Stones. Ignore the button, and go
across the bridge. Go right, down the small corridor, into a new room. De-
TRAP the locked Chest for items, and look for a couple of potions (Mod
Stamina, Ale, and Potion of Hv Healing). Leave the room, and back to the
lake. Jump into the lake, and fight a group of TANIKA FISH. The northern
end of the lake leads to a stream. Follow it until you come to the cave
opening. Hop down for some invaluable Resurrection Powder. After, hop down
again to end up back at Sub Level 4.
Tip: If you want to avoid taking damage from the fall (this applies
to most other falls as well but not insanely high drops), press
and hold your back button as you begin to drop.
Okay, make your way back inside the Monastery and go to the Iron Bar Door.
Glad you opened it, right? Go back to the ramp, and now get set for your
second mini-boss fight, GREGOR. He has multiple attacks, can Poison and
Paralyze. He may also have buddies, like a swarm of roaches. If he does,
draw them back into the ramp and fight them as they single file down. Beat
him for a fairly large XP reward. Walk into the Courtyard.
There are 5 doorways (SE, SW, W, E, NW). The West door is locked. We came
in from the NE. We'll go to the NW one first. In here, you will find SIX
COFFINS. The middle one on the left is TRAPPED and has nothing in it. The
furthest one down on the right has an undead APPARITION that casts Terror.
Use the POOL there to fully heal if necessary. Head on out and now take the
SW path. Go in, ignore the right hallway, and you will come to the Statue
Room. There are some Concussion Powder on the floor. Stay away from the
center of the room, and click on the SKULL but not the statue. This will
open a secret door on the eastern wall. Clicking anywhere on the statue
will trigger a fall-away floor at the center of the room. Take the SAFE
KEY, head on out and now go the right (West) corridor. Follow it around,
fight a swarm of SPIDERS, and hit the button on the wall to open the West
door. Head back to the Courtyard, and now go to the SE path to the crypt.
You'll fight 3 groups of roaches here. Kill them for XP, and head around,
go down the hallway (you'll pass the East door), grab the Potion of Light
Healing in the small alcove, continue, skip the right passageway, and move
on down. You'll come to a room with various items:
Cleaver - save this for Antone's Custom Item Quest later
Smelling Salts
Various Potions of Light Healing and Cure Poison
Use the Safe Key on the safe in the wall, and take the Resurrection Powder
inside. Head back and go to the right passageway. When you come out,
you'll notice a UNIQUE DOOR on the far right and that steel bridge below.
Leave it as it is for now. Continue on, follow the serpentine path all the
way until you come out to the open. Here you'll get to meet your first
friendly NPC, a Trynnie Smuggler named Burz. Chat with him about some
things like Monastery, ship, Arnika, and so on. Some of the important
details requires a bribe. You can also sell and buy some items from him.
De-TRAP his Chest next to him, loot it, and then when you're all set, head
all the way back to the Courtyard, and exit through the West Door.
Tip: At any point in your game you decide to be evil and go kill
Burz, position yourself behind him, and against the wall. He
will be unable to summon Woodland Spirits because you are
standing right on their spawn spot. This works for any other
spellcaster that summons. Killing Burz has no effect on any
faction. Why kill him? Burz randomly drops a very good
Enchanted Bow, Dragon Kite, and other assorted goodies.
********************************************************************************
II. Upper Monastery
********************************************************************************
Synopsis:
-----------
You'll get a bunch of answers to questions about your journey in this area,
although you'll also be getting a equal amount of more questions that need
answers.
Companions:
-----------
None.
Walkthrough:
------------
- ROOM OF SUPPLY CRATES
When you round the bend, you'll arrive at a large room with a bunch of
crates packed in the middle. You should notice a stairwell to your left.
Go up the stairs and immediately turn around to fight two RABID RATS.
After you beat them, UNLOCK all the crates below for some armor and items.
Then, go back up the stairs, around and into:
- THE CONTROL ROOM
You will fight three SEEKERS in here. They attack long-range. Kill them
all and check around for some Feather Darts and Potion of Cure Poison. Two
things of note here: One, you'll start to find a bunch ACCESS DENIED systems
and computers. Don't worry. You can't do anything about that. Two, the
glass and it overlooks the crates. You'll come back to this room later.
Head back down to the crate room. Go to the back of the room (South) and
take a left (East).
You'll enter one of the Monastery bedchambers. Search for some Smelling
Salts and Potion of Cure Poison. Open the only closed door in here.
Here we find some kind of altar area and two HIGARDI BANDITS and a HIGARDI
RAIDER. They may drop random good Bard weapons and armor. If you're the
patient type, you can do the save/reload method to see if you can get some
to drop. Wipe them out, and loot the room for a Quarter Staff, Potion of
Mod Healing, and some Flash Powder. Go back to the bedchamber, and go into
the other unexplored hallway.
Follow the hallway to the Main Library. Be prepared for a large rat fight
here, GNAWER RATS and RABID RATS. Stand by the doorway to get them to stack
up, but don't step into the Library. This area NULLIFIES all magic usage
including instruments and items so watch out. Clear them, then uncover all
these items:
Book of Traps
Magnifying Glass - Gadget
Book of Blessings
Potion of Mod. Stamina
Enter the back room for some Throwing Knives, Main Gauche, and another
Cleaver. Take a look at the CONTRAPTION on the wall with a dial. Twist the
DIAL all the way to the right, and hit the red button. It will explode,
leaving you a Microwave Chip - Gadget.
Leave. There's a locked door on the Eastern wall we can't open yet. Skip
it for now. Head back to the crate room and take the opposite passageway
(West).
We're in another Monastery bedchamber. Check for some hidden Sandals and a
Potion of Cure Light Condition. Now go through the South hallway, weave
around, and you'll end up at the Monastery Lobby. You'll also be greeted by
a group of thieving Higardi Bandits. These fiends have no respect for holy
places. Kill them.
Go South now, past the Phoonzang (Cosmic Lord) Statue, and down the stairs
into a cellar. Here you can loot an Angel's Tongue - Bard Instrument - and
de-TRAP a locked Chest. There is also a piece of good Samurai armor in a
display case, but you can't get that yet. You will soon.
Head on out, make a right (East) to a closed door. Get ready for a battle
with more Seekers. Open it into the Monastery Garden. Follow the path to
another closed door, open that one, and go in to meet Aletheides. Listen to
his story. He'll tell you about the other factions that have also arrived
here on Dominus, the Mook, T'Rang, and Umpani. Their true intentions are
unknown still, but they share something with your party... to reach
Ascension Peak. He will vanish once he is finished. Immediately after, you
will be confronted with one of Dark Savant's minions. He'll spout some
threats and some other bolognas to dissuade you from going any further.
Whatever. He'll vanish, too. Check the back of this room for Magic Nectar
and a Potion of Mod Healing. Search around the pews for a Cherry Bomb and
some Smelling Salts.
Go back to the Lobby now and go straight ahead, and look for a wooden ramp
that climbs up on your left. Follow that up into the Monastery Assistant's
area. You will encounter a random group of enemies here. Take the Smelling
Salts, and open the Chest for a Crude Iron Key, a Lightning Rod - Gadget -
and random items. Okay, we have a key! Head all the way back to the Main
Library and use that key on the locked door. You will do battle with a
large group of bats and some tougher DUST BATS behind the door. Remember
you can't use anything magic while in the Library.
Finish them off, then go inside. Look to your immediate left and you'll
find a machinery with a dial. Like the other one, dial this up all the way
to the right, and hit the button. Remember the glass? This will shatter
them all. After ringing the bells, go on up the stairs to find another
TRAPPED Chest. Loot this and head back to the Control Room.
Once you're up there, take a look at the demolished window. There are three
panes. Look at the middle pane and inch your way up to the glass shard with
the 2 points. Look down, and hop down onto the crate below. Jump into the
middle, unlock the last crate to get a Hunter's Cape. Climb up the plank,
head back to the Lobby, grab the Tosei-Do from the display case, and head up
to the Monastery Assistant's area, and loot the Fellowship Pass and a
Shillelagh from behind the glass panel there.
... and that is that for the Monastery. Rest up, Save, and then go back
down to the double doors and exit the area.
********************************************************************************
III. Arnika Road
********************************************************************************
Synopsis:
-----------
From this point on it's really up to you where you want to go. Wizardry
VIII does a pretty good job in avoiding a linear approach to the plot. Well
ask yourself this right now. You are stuck in an alien world, and lost.
What do you do? First thing we need to do is find some civilization and
base your camp there to rest and gather info. You have several choices
based on what Aletheides said. We could seek out one of the races that
landed here (shouldn't do this yet) or visit the local inhabitants (do this
first).
Companions:
-----------
None.
Walkthrough:
------------
- EXPLORING ARNIKA ROAD
As soon as you step out of the Monastery, you may encounter a large group of
HARDSHELL CRABS (extended reach, high AC), or VENOM CRABS (low HP, randomly
drops Venom Shells you need for Antone Custom Item Quest), or a combination
of both. Remember to back yourself to a corner if fighting a large group.
To your left (South) and along the wall you can find a hidden Granite
Potion. Proceed straight ahead (West) and into the ravine. It follows a
serpentine path (some Bullet Stones here) until a fork. There, make a left
(South), and follow this new path. When you round a bend, you will be
stopped by two HIGARDI RAIDERS or BANDITS. Kill them, then back yourself to
the North Wall and move around the second bend. There you will find a
Bandit Encampment with a group of CUTPURSES and RAIDERS. Some of them throw
poisoned knives at you. Kill them all, and go to the back to find a TRAPPED
Chest and these items:
Awl Pike
Shurikens
Leather Leggings
Inside the Chest you will find Piercing Pipes, an excellent Bard instrument,
and random items.
Go back to the fork and now take the other path (West) and leave the ravine.
You will come to an open area. To your left (South) along the wall corner
is a hidden Leather Helm. To your right (North) is the UMPANI GATEHOUSE you
can't access yet along with a pair of some Bullet Stones. Monsters you may
encounter here include WASPS (high Speeds), a new type of Higardi thief,
ROUSTABOUTS (high HP, high damage, multiple attacks), and various plants
(Crimson Poppies and Acid Vines). If you have Missile Shield by now, it is
HIGHLY recommended you keep that spell up in the duration you are in this
area.
Continue westward onto a new road. There is a sign there which points
Arnika-Trynton Road to the South and Northern Wilderness to the North. If
you want to hit town immediately, follow the road south till you hit the
zone and skip down to the Arnika-Trynton Road section. If you want more XP
and more items, well read on. ;)
First make a left, avoid the road, and follow the wall southwards. You will
find an Amulet of Static (5% vs. Mental) on the ground. Enemies you may
encounter include all previously mentioned ones and SOLDIER ANTS (annoying
low HP mobs that can swarm you). Your new Piercing Pipes works wonders
here. Once you've reached the sign that tells you're about to cross zone,
swing around back (North) but this time follow the western wall. Items you
will find following this wall all the way up North includes:
Short Bow
Chamois Gloves
Somewhere north you will encounter a Neutral Hogar (yellow dot on your
radar). The Hogar roams in a diagonal line up and down the road. It won't
attack you unless you wander too close to it. Pick the optimal distance